Jump to content
Game-Labs Forum
Slim Jimmerson

Your Ideal Naval Action

Recommended Posts

Another open ended thread. Since there's no telling where this game could go in the upcoming year, how about some opinions on where it should?

What would your ideal NA be? What would you change now to get it there, and what features would you add to make your version of NA the best?

Edited by Slim Jimmerson

Share this post


Link to post
Share on other sites
26 minutes ago, JobaSet said:

Yea and in Fall, they will have actually have 2 games competing against them.

Are you thinking of Skull and Bones and Sea of Theaves

I don't see the first pulling anyone away from NA, as it looks very childish to me, and the combat looks pretty silly.

Sea of Thieves is interesting, and could appeal to many, but it is so different that I personally wouldn't be surprised if it got more people excited about age if sail games and ended up helping NA more than it hurt.

Share this post


Link to post
Share on other sites
  • Unlock all skill knowledge slots for everyone
  • PvP event zones which switches daily across the map where you can get VMs and sometimes even skill books as reward
  • daily trading events where you get great rewards for bringing specific ressources to a free town (=more PvP around that port)
  • 1 more port for cartagena tar and crooked hull, but only half the drop rate so that the rarity stays the same
  • 2 copper ports (to craft copper plating) with rare drop rate (similar to cartagena tar)
  • introduce "PB mark" which you get for kills + assists in PBs only; can be used to get some upgrades like for PvP marks since those marks are the only working part in the economy
  • fix thickness and penetration
  • buff carros
  • adjust BR of all ships
  • nerf boarding mods, they are boring
  • nerf Ram Dinark

Share this post


Link to post
Share on other sites

Good morning to everybody!!!

 

- Pure boats, out upgrades, that the only advantage is the talent and the experience of the player.

Alliance of nations. It worked very well, I do not understand why it was taken away.

reduce the number of woods, we go crazy with so many variants of helmets, speeds, thickness, spin etc.

Simplify the game, if you want people to fight more in RVR or PVP than to unlock the slots or cost a lot less to unlock them. Keep in mind that we work and can not devote many hours a day to the game. Those players who can be several hours or more a day playing are advantageous.

Collect the resources of the plantations or the mines should not discount hours of crafting, some as the oak you take 200, 300 hours, and that is too much. It is enough that it costs us gold.

- Ground transportation. that goods can be transported, after payment, by land without having to use a trader. for example, to transport oak, fir, from Mariel to Havana simply by paying gold depending on the amount of resources and goods transported. The use of boats in this case is unnecessary.

- You have to make the game more dynamic. Otherwise people will end up falling into the routine unlocking / trader / collecting resources (especially if you are in a clan) and little room for combat. Possibly it is one of the reasons why people leave the game.

 

Edited by Sento de Benimaclet

Share this post


Link to post
Share on other sites
2 hours ago, Jon Snow lets go said:
  • Unlock all skill knowledge slots for everyone
  • PvP event zones which switches daily across the map where you can get VMs and sometimes even skill books as reward
  • daily trading events where you get great rewards for bringing specific ressources to a free town (=more PvP around that port)
  • 1 more port for cartagena tar and crooked hull, but only half the drop rate so that the rarity stays the same
  • 2 copper ports (to craft copper plating) with rare drop rate (similar to cartagena tar)
  • introduce "PB mark" which you get for kills + assists in PBs only; can be used to get some upgrades like for PvP marks since those marks are the only working part in the economy
  • fix thickness and penetration
  • buff carros
  • adjust BR of all ships
  • nerf boarding mods, they are boring
  • nerf Ram Dinark

Thumbs up for this!

Exceptions:

1. Why should everybody have unlocked ship slots!?

Those who have done PvP a lot, might not have all slots unlocked.

But they don’t need them anyway, if it comes to battling PvE captains - who tend to be those with the most unlocked slots.

2. Why would you have another kind of marks!?

The economy is ruined as it is!

I like the idea - formerly suggested by @Wraith and others - of getting rid of all marks and instead link rewards, trading ressources and crafting ships to one currency!

„May the economy be with you!“, so to speak.

3. Well, I haven‘t had the „pleasure“ to fight Ram Dinark, but i guess your suggestion regarding him deserves a: „Both thumbs up“! 😉

Edit:

I‘d also like to have paints implemented into the game again!

... and a decent UI!

... and a tutorial!

... and ... 😉

Edited by Navalus Magnus

Share this post


Link to post
Share on other sites
2 minutes ago, Navalus Magnus said:

1. Why should eräverybody have unlocked ship slots!?

Because I absolutely hate grinding stupid ship knowledge slots in PvE before I can use the ship in PvP.

3 minutes ago, Navalus Magnus said:

2. Why would you have another kind of marks!?

The economy is ruined as it is!

Yes economy is fcked up except for PvP marks. They are valueable and are constantly needed for upgrades.

It think it works because its the only resource which is kinda limited and to get it you have to do PvP which "destroys" a lot of those PvP marks (losing ship with PvP upgrades).

PB marks would be similar.

6 minutes ago, Navalus Magnus said:

I like the idea of getting rid of all marks and link rewards, trading ressources and crafting ships to one currency!

Money is worthless, why put everything into one worthless currency?

8 minutes ago, Navalus Magnus said:

3. Well, I haven‘t had the „pleasure“ to fight Ram Dinark, but i guess your suggestion regarding him deserves a: „Both thumbs up“! 😉

Hes a monster, I still have nightmares...

Share this post


Link to post
Share on other sites

NA with more ToTo and funny players :) who don t insult their enemi and who play FAIR (sometimes... ^^)

Edited by DesMoines

Share this post


Link to post
Share on other sites
2 minutes ago, DesMoines said:

NA with more ToTo and funny players :) who don t insult their enemi and who play FAIR (sometimes... ^^)

Ooo that's cute :wub:.

Share this post


Link to post
Share on other sites
1 minute ago, Jon Snow lets go said:

:(

not you Jon.... French  need you for PVP rewards :)

 

You have some news of Ladies Rediii and Sveno? 

Share this post


Link to post
Share on other sites

I am new here and i didn’t explored the game mechanics deeply yet, but as for as i can say in my NA of my dreams i’d like to find more “living” world. I am not interested in RpG oriented game but NA now is “dry”: the world is just a map to find foes or build ships to find foes. Even economy system is very simple and IMO it shouldn’t.

But we have already a game for that: Naval Action Legends. In that game, you can jump in a ship and fight your battles. So why have two games essentially all the same between them? People who likes to fight with those wonderful sea and wind simulations can join there and have much “quick” fun, letting the others in Naval Action “normal” to play deeply mechanics. 

So we could have a very fast and fun game, jumping in a ship and fight with/against other users and a second game with deep mechanics, economy system and even politics. Now on my opinion, we have something in between deep/not so deep. And it’s a pity.

I am not asking a true sail/economy simulator where all is real or almost real, but now is drafted.

 

What i really missing right now is the possibility to manual sail on Open World. I dunno why i can’t...

Edited by blubasso

Share this post


Link to post
Share on other sites

No "Open World" per se.  Simply one giant instance spanning the Bahamas, with proper bathymetry, no AI, and 500 players.

If we were to truly go into the realm of the fantastic, 5000 players, but they can also explore the islands as well on a 1:1 scale.

Share this post


Link to post
Share on other sites

- more players (Durrh, I know, but it would be ideal :P)

- buyable cosmetics (Paintjobs, flags, foretopsail decals)

-  1-week RvR campaigns: port battle to open up a regional campaign, and then organised scenarios like blockade run, escorts, ... plus regular PvP to resolve who wins the campaign and conquers the region.

- nerf modules and skills, particularly their cumulative interactions

Share this post


Link to post
Share on other sites

- Better communication tools in game (better mail box, private chats logs)

- Assists for sails damages.

- Calculate speed for boarding from the speed différence between the two ships, not the speed of each of them

- Buy ship contracts

- Auto sparse muskets fires when at close range

- guns not feeling like a stabilized tank turret (moving with the hull, not able to fire when moving).

- Penetration and thickness rework.

- multiple historical hull paint schemes choices for each model.

- A beautifull 17th -18th themed historical UI

- Include most of the 3rd party websites tools in the future UI + wiki ship stats in game.

- Deep water missions/events/ports in the accessibles zones of the Bahamas.

- Wind strength variation and sails damages after warnings in case of excessive force in combat instance (cutter in full sails under stong tempest could loose a mast, forcing it to sail slower under strong wind than a 1st rate in battle sails for exemple, but the same cutter in full sails will be  much faster under gentle breeze than a 1st rate with full sails) 

- Customised sails plans (studding sails options in case of light breeze, a sail plan for when sailing close hauled)

- Closing selected decks ports option to protect from grapeshots or from flooding in case of excessive heel or bad weather

 

 

In dream: 

- Each player can activate the graphical option to see his own guns rolling back when fired.

- Each player can activate the graphical option to see his own full crew , manning the ship and guns

- Better OW Port models in OW (and from inside).

- Fully animated crew boarding animations !

- Damaged rigs and yards falling down when damaged 

- rowboats/ whaleboats models on ship (towed behind during battle instances) with potential battle actions (boarding / looting an idle ship from a distance / rescue sailors / landing troops)

 

 

 

 

Share this post


Link to post
Share on other sites

Serious thought and development of a progression system.

1.  Missions for each level of player, new, mid and experienced.  New players go out and kill X, right outside the port.  Mid tier players have to hunt a bit for the prey.  Experienced players have to hunt a bit, might have to sail in a small group and might face AI adds in the fight.  Enemies cannot jump into missions.  There needs to be some gameplay that is safer.

2.  Gameplay for different play times.  Things that can be done in an hour, evening or long sessions.  Probably RvR takes care of long sessions, but have events that put player vs player that can be done in a couple hours.  Have events that are short so that a person who gets on for an hour can find something fun.

3.  Multiple ways to kick off port battles.

4.  Raids.  You go raid a port with a few buds that is rewarding and painful enough for the enemy that they have an incentive to respond.  (proxy for the old flag system).

5.  Trade missions.  Things that make sense and provide funds for newbie captains through mid tier.  Maybe even extreme risk missions for experienced captains.  Have a multi port smuggling missions for a ship writ or Marks so that the other capital ports see captains trying to sneak into nearby ports in those lynxes.  Or maybe you see a fleet protecting an indiaman try to pull something.

6.  Spawn rare mats in any port.  Give people a reason to visit every port, esp the ones that are empty a lot. Tie it to sailing into a port after an absence to limit a nation/clan having bases all over.  You have a reason to go up a coast in a trader or small fleet since there is a decent chance you will score an upgrade, mat or book. 

7.  Regular but unpredictable events.  Lost fleets that need rescue, shipwrecks, gold AI ships that are announced to be intercepted or protected, players in traders with good loot (ie special mission spawns, player is given a good, fast trader with good loot in it.  If he can sail it to X in a certain time, he gets to keep it).  Give different nations different goals in these.  One nation has a sink goal, one has a capture goal, one has a protect goal.  Battle zones with rewards.

8.  Make ports exponentially more expensive to keep.  Port defense upgrades cost and get more expensive the more you have.  Ports that do not see trading action will rebel and go neutral.  You cap a port, you have to take care of it or you lose it.  If you have a bunch of ports it will take a dedicated trading fleet and gold to keep it together.  It is a bit easier if you have a bunch of ports together.  If you have a bunch of far flung ports it will be much more of a challenge.

9.  Fewer upgrades.  Game does not need them.  It rewards skill as is and as currently implemented is just a win more situation.  Give every ship chasers/stern guns.  People don't sail those ships without them.  Why would you.  Limit repairs.  Just makes battles longer for no good reason.  Just limit in battle repairs but make open world repairs far more effective.  Maybe 5 to 1 in battle vs open world.  If you can get out, you can repair up cheap.

10.  Keep battles between players open longer for adds.  Just have those joining later spawn farther out as time goes on.  Make those that get in in the first minute on top of each other, 2nd minute a short sail and longer than that progressively farther out.  Fix the spawn circles on land issue.  I would go with a big circle instead of two joins.  But anything that fixes it is fine.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×